Must Know Chun-Li Combos for Street Fighter 6

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(Combo Tips and Terms Below ⬇)
Chun Li bringing an even more refined grace in Street fighter 6 and still packing a punch pound for pound. All this power does comes with a responsibility though. Her combo structure requires swift execution. Her crouch stance is involved in a number of bnb along with the requirements to charge. Practice makes Perfect ofc, and as far as practical you know these are the best combo guides on the market. Take the time to tame these combos and you'll be flying with the best of them. She's a toughie so if you have any questions or concerns let me know in the comments. Thanks for watching! 🙏🏾❤

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(Combo Tips and Terms Below ⬇)
BGM: Street Fighter 6 Chun-Li's theme - Not a little girl

Input Notation:
(Assuming Player 1 Side)

↖️⬆️↗️ 7 8 9
⬅️🚹➡️ = 4 5 6
↙️⬇️↘️ 1 2 3

ST= while standing
CR = while crouching
LP MP HP = light medium heavy punch
LK MK HK = light medium heavy kick
QCF = Quarter-Circle Forward = ⬇↘➡
QCB = Quarter-Circle Back = ⬇↙⬅
DP = Dragon Punch Motion = ➡⬇↘
[X] = Hold until attack activates
PP = Any two punch buttons
KK = Any two Kick buttons
DL = Delayed Press
CH = Counter Hit
PC = Punish Counter
DR = Drive Rush
(X2) = Motion Repeated Twice
~ = Not a link or a special cancel just press the next button

Terms Used
Meaty: an attack that hits an opponent on the very first frame possible after they rise from a knockdown
Safejump: A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block.
hitconfirm: Performing an attack, seeing that your attack successfully hit, and then reacting to this information by continuing the combo.

Combo Notation:

Crouch Light Combo - 1409 0:00-0:12

- You start holding down immediately after F+HK and you’ll have enough time to charge

Midscreen Jump In Combo - 3000 0:12-0:25
J.hk, b+HP, qcb+P, [D]+LK, ]U[+mk
| [B], F+LP

Falling Crane Crossup Combo - 2720 0:25-0:37

St.HK Anti-Sir Punish Combo - 2840 0:37-0:48

Air to Air Super Combo - 2400 0:48-0:54
J.mp (2), qcf(x2)+P

Drive Rush Falling Crane Super Combo - 3480 0:54-1:04
Dr, D/F+Hk, B+HP, QCB+P, HK, F.JUMP, D+MK(2), J.HP, QCF(X2)+P

Wall Splat Safe Jump Combo - 2140 1:04-1:20
HP+HK, B+HP, QCB+MK | f.JUMP, J.HK

- Time the press of the Jumping Heavy kick right as you are about to land. Any sooner and you won’t be meaty at all
- Works on wall crush as well (if they block the drive impact instead)
- Time te B+hp as low as possible for the safe jump

Wall Splat Max Dmg Meterless - 2860 1:20-1:30
HP+HK, B+HP, QCF+HK, D,D+HK

- Works on wall crush as well (if they block the drive impact instead)

Wall Splat Super Combo - 3510 1:30-1:45
HP+HK, B+HP, qcf+HK, qcf+K(x2),

PC Drive Impact Safe Jump Combo - 2300 1:45-1:57
HP+HK, Dash, B+HP, qcb+MK

PC Drive Impact Super Combo - 3k+ 1:57-2:10
HP+HK, Dash, B+HP, QCF+HK, QCF(X2)+p

PC Drive Impact OD Combo - 3320 2:10-2:25

Kikoken DR Confirm COmbo - 2532 2:25-2:36

Dr Low Confirm Combo - 1740 2:36-2:47

Dr Overhead Confirm Combo - 3196 2:47-3:01

PC Haznushu Near Corner Combo - 3480 3:01-3:14
QCB+HK, [CR].MK, [U]+KK, QCF+LK, D,D+HK

- Here’s a more optimal combo route if you land the hanzhuu closer to the opponent: qcb+HK, B+HP, qcb+P, [D]+LK, ]U[+KK, QCF+LK, D,D+HK

PC Yokusen Combo - 3008 3:14-3:25
F+HK, dR, B+hp, QCB+p, [D]+MK, ]U[+HK

Jab Punish Combo - 2449 3:25-3:36

Midscreen Confirm Safe Jump Combo - 3427 3:36-3:44

MAX DAMAGE DP PUNISH COMBO - THE REST 3:44-4:08
J.Hk, ST.HK, QCB+p, [B]+MK, ]F[+PP, ST.MP, CR.MP, DR, B+hp, QCB+p, [D]+MK, ]U[+KK, qcf+LK, qcb(x2)+K

#Streetfighter6 #Chun li #Combos #kairosfgc
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This was a beautifully done video. Thank you!

OmarSanchez-fr
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I wish I had the input precision for Chun's stance. It's criminal the devs didn't just leave the hazansu (overhead spin) a half circle, and make serenity stance a down back kick input. That way it would be mashable with the kick version you want to follow up with. Instead now I get hazansu 90% of the time, instead of the stance I want to go for because somewhere I lose the punch input.

Necreon
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Coming back to SF after months of playing other stuff, this was a great warmup guide to see what kinda routes people are going for nowadays. Thank you!

protectbabysif
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Nice video! These will be helpful in my matches.

One thing that I'm not sure of is using Kikoken after ending a combo with bird kick.
I was testing it with the dummy to do wakeup reversal ]Super/OD DP] and even when I use the Light version I still get punish for it.

Maybe if they have low resources this may be good for pressure.

ColdPika
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This is great. The only thing is that if you can put the combos in slow motion after the first time showing them for study purposes would be better. I play this video in 0.5x to learn the links of rhe combo variations

jrgd
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very much appreciate this vid, i think num notation is good for a universal video tho

makoriot
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There's actually a better max damage/max resources DP punish combo for Chun.

- Parry DR bHP, HK Hazanshu, cMP, DRC, cHP, stance MK, OD Kikoken, sMP, cMP, DRC, cHP, stance HK, stomp, stomp, jHP-HP, Lv3/CA (corner)

- Parry DR bHP, HK Hazanshu, cMP, DRC, cHP, stance MK, OD Kikoken, sLK, DRC, sLP, bHP, stance HK, stomp, stomp, jHP-HP, Lv3/CA (midscreen)

starswordsman
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So, should I just expect the safe jump and then throw or go for cr. Short/Jab?

beircheartaghaistin
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Do you think you will make one for ed when he comes out?

matoslicer
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Man i really strugglenwith back HP into serenity stream esp on stick...any advice? Thats really one of the only inputs i struggle with

alkalinemk
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ugh this AA combo is impossible and has lost me so many rounds, SBK comes out everytime instead of the upkicks.

fatapollo
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Brother, pls for the future number pad notation it's what everyone in the FGC uses pls this is hard to follow.

MJoyBoy
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